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Mapping for UrT HD - Page 4 - Custom Map Makers
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Mapping for UrT HD

General mapping discussions
RedSnappa
Posts: 323
Joined: Sun Aug 21, 2011 12:10 pm
Location: North Carolina (USA)

Re: Mapping for UrT HD

Postby RedSnappa » Tue Dec 06, 2011 1:09 pm

[LCDLC]Snappa
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem

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xandaxs
Posts: 959
Joined: Wed Aug 17, 2011 5:22 pm
Location: Oeiras, Portugal
Contact:

Re: Mapping for UrT HD

Postby xandaxs » Tue Dec 06, 2011 1:31 pm

He was talking to Rayne! XD
[12:25] <JohnnyEnglish> morning Nounou
[12:25] <JohnnyEnglish> wotcha doing?
[12:25] <Nounou> hello
[12:26] <Nounou> nothing much, i've nothing to do at work so
[12:26] <Nounou> modeling woman
[12:26] <JohnnyEnglish> woo
[12:26] <JohnnyEnglish> real women?
[12:26] <Nounou> realistic yes, on maya

Image

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theRipper
Posts: 223
Joined: Tue Aug 30, 2011 1:57 pm
Contact:

Re: Mapping for UrT HD

Postby theRipper » Tue Dec 06, 2011 9:20 pm

BY THE WAY, autodesk can request proof of your enrollment as a student from those schools.


if youre not actually student, i wouldnt.
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flajeen
Posts: 289
Joined: Wed Aug 17, 2011 7:13 pm
Location: Évora, Portugal

Re: Mapping for UrT HD

Postby flajeen » Mon Dec 12, 2011 6:31 pm

*EDITED BY RAYNE*

Do not post advices on how to obtain pirated software or links to pirated software on CMM.
Read the rules before you post.
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cec.
Posts: 33
Joined: Sat Aug 20, 2011 11:01 am
Location: Germany

Re: Mapping for UrT HD

Postby cec. » Fri Dec 23, 2011 11:57 am

Sorry to revive this "old" thread but what about maps already made in Radiant? I have been working on one map for nearly two years and another for a few months now and I thought to build and optimize these maps for HD. All of the textures are normal (and some bump) mapped with high resolution diffuse textures, thousands of brushes are to achieve a good looking map, a lot of cube maps are put in for best specularity and also a somehow well thought-out light concept (based on Frankie's painting with light video) is made for the final touch.
Will there be differences between maps made in Radiant and maps made in 3d modeling programs? Is the performance different? I am a little bit confused by contradictory statements about this topic and I would like to hear your opinion about it. Is it a bad idea to think these maps will get played in future versions of HD? Don't get me wrong: it's just about the maps on that people have been working on for a long time and don't want to trash.
The only thing I noticed so far is the bad lighting. It's not possible to get such nice shadows as shown by Rayne in his shadow baking technique (viewtopic.php?f=16&t=362).

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johnnyenglish
Space cake
Posts: 898
Joined: Wed Aug 17, 2011 9:23 am
Location: Nottingham, England

Re: Mapping for UrT HD

Postby johnnyenglish » Fri Dec 23, 2011 12:50 pm

You dont need to scrap anything, or change anything. Shadow baking is just another way to improve the look of your map but has disadvantages, as well as advantages. I've been experimenting and to make this single wall with sofas has taken quite a lot of work... for one wall.


flajeen
Posts: 289
Joined: Wed Aug 17, 2011 7:13 pm
Location: Évora, Portugal

Re: Mapping for UrT HD

Postby flajeen » Fri Dec 23, 2011 1:55 pm

Hey Rayne, don't edit my posts when you're the one posting about getting 3dsmax from students program when anyone here is probably a student that can use it legally.

Rules are rules, if I have to follow them you must follow them as well.
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Rayne
Site Admin
Posts: 624
Joined: Wed Aug 17, 2011 5:22 pm

Re: Mapping for UrT HD

Postby Rayne » Fri Dec 23, 2011 3:51 pm


cec.
Posts: 33
Joined: Sat Aug 20, 2011 11:01 am
Location: Germany

Re: Mapping for UrT HD

Postby cec. » Sat Dec 24, 2011 11:46 am


flajeen
Posts: 289
Joined: Wed Aug 17, 2011 7:13 pm
Location: Évora, Portugal

Re: Mapping for UrT HD

Postby flajeen » Mon Dec 26, 2011 3:46 pm

End it on radiant, import it in 3dsmax, bake your shadows and export the whole map as a model, put it in radiant and make entities.
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